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Peoples
Dagoria

Dagoria is a mysterious and enigmatic land, a country of dense forests and endless fields; a land whose inhabitants are fearsome in battle yet good-natured at the feast table—a beautiful but simultaneously frightening land.
Dagorians usually live in communities of 20-30 families, and much more rarely in cities. In cities, affairs are typically managed by a council of the most respected citizens; in some cases, the ruler of Dagoria appoints people himself. Royal subordinates periodically visit cities and large villages to collect tribute, but the head of state rarely interferes in the lives of the Dagorians. This people is usually very loyal to the tsar, and they do not need to be under control; nothing bad will happen. In those settlements that are beyond the gaze of the tsar, the priesthood generally plays the dominant role.
Dagorians have a very strong sense of camaraderie and national unity; if a Dagorian does not love his country and does not stand like a rock for his people, then he is not a very proper Dagorian.
Dagorians are also famous for their extraordinary strength and martial skill, before which even Inghelstad bowed.
Strength 10
Endurance 10
Agility 8
Intelligence 8
Will 8
Luck 8
Racial traits:
Bogatyr
+2 to base health per unit of endurance
Volmar

Volmarians are known for their strict rules of etiquette, piety, and asceticism. A Volmarian must be a sincere believer in the Lord, protect the church, defend the weak, love the homeland, be courageous in battle, obey and be loyal to his lord, speak the truth and keep his word, maintain purity of morals, be generous, fight against evil, and protect good. Every inhabitant of the country—from the king to the peasant—strives to adhere to these rules.
The population of Volmar is conventionally divided into five layers: the high nobility (the king and his immediate circle), petty feudals who own small land holdings, landless knights who enter the service of the king or feudals, dependent peasants, and the clergy.
Separate mention should be made of the Order of Paladins, which is simultaneously a political institution, a spiritual order, and a military establishment. Even a peasant can join it, but only if he proves himself to be a worthy person. The Order participates in the political life of the state, strives as much as possible to maintain order in the country, and the knights of the order are the core of the Volmarian army.
Strength 9
Endurance 9
Agility 7
Intelligence 8
Will 11
Luck 8
Racial traits:
Strength of Spirit
Magic resistance +2 per unit of will, +1 to base health per unit of will, +1% damage per unit of will
Vilasund

Vilasundians interpret the commandments of the Creator somewhat differently than Volmarians. Courage and asceticism are not placed first, but rather humanism and spiritual purity. Driven by an altruistic desire to save other people and turn them toward the light, they often send missionaries to other countries.
The head of the Vilasund church is also the head of state. Compared to Volmar, the black clergy in Vilasund is much less common.
Perhaps the government of Vilasund cares for its citizens better than any other state. The level of social inequality in the country is very low, and the standard of living is higher than in other states.
Strength 8
Endurance 8
Agility 8
Intelligence 10
Will 10
Luck 6
Racial traits:
Magical Stability
Mana regeneration outside of combat
Bedingian Empire

A few centuries ago, the empire was a small kingdom that could not be compared to other states. Central authority was extremely weak; numerous feudals split the state into pieces, striving for separation from the government. Everything changed with the rise to power of King Frederick I. He came to power at the age of 24 when the heir to the throne died under mysterious circumstances.
Over a few decades, the new king, and subsequently emperor, increased the territory of the state several times over, carried out economic reform, reorganized the army...
Unfortunately, the emperor's heir did not inherit his father's best qualities, and it is already apparent that the empire is beginning to weaken. Not all inhabitants of the country, especially the nobility, were satisfied with Frederick's policies, and no one knows if the new emperor will be able to preserve the country that his father created with such difficulty.
Strength 9
Endurance 9
Agility 9
Intelligence 9
Will 8
Luck 8
Racial traits:
Learnability
For victory in battle, the character is guaranteed to receive a small amount of EXP.
Liarumians

One of the peoples that suffered from the expansion of Frederick I. However, they were much less lucky—in the war with the Bedingians, they lost almost all of their ancestral lands.
Now small settlements of Liarumians are scattered throughout Bedingia. They terrorize the local population, steal livestock, rape women, and sometimes burn down entire villages. If during the emperor's lifetime they were still restrained, then after his death, sensing the weakness of the new ruler, they seemed to break their chains and the terror turned into a guerrilla war. Suppressing them is very difficult despite their small numbers, poor knowledge of military affairs, and lack of proper weapons. However, the Imperials are not too keen on making peace with a bunch of forest ragamuffins, and the situation only worsens over time.
However, not all Liarumians chose the path of war. Some reconciled themselves to the loss of their homeland and have now become citizens of the Empire, wander the world, become mercenaries, or beg on the streets.
Strength 9
Endurance 9
Agility 11
Intelligence 8
Will 7
Luck 8
Racial traits:
Guerrilla
+25% chance to remain unnoticed; an attack from cover using ranged weapons will automatically deal critical damage
Todalen

In this country, the greatest attention is paid to magical science. Todalenians are naturally talented mages, and unlike most countries, magic here is not condemned but rather supported by the authorities. Only in Todalen are there academies of magic.
In Todalen, there is a clear division into two social layers, membership in which is entirely determined by material wealth. Poor citizens have no rights and are in no way protected from the own whims of the rich. The middle class is absent in the country.
It cannot be said that Todalenians are pleasant people to communicate with. They are arrogant, overconfident, and mercenary.
Strength 7
Endurance 7
Agility 8
Intelligence 11
Will 11
Luck 8
Racial traits:
Science of Sorcery
Intelligence adds +2 to strength and magic resistance per unit
Lerbergs

A people inhabiting the swamps located in the wildest and least explored part of the continent, in the southwest. Lerbergs live isolated from the rest of the world, and savage and cruel customs still prevail among them.
As a rule, swamp dwellers live in small communities numbering five to ten families. The community is ruled by a powerful (or not so powerful, but nonetheless superior to all others in the community) priest or sorcerer, who essentially rules no one, but merely frightens other people in the community that if they do not bring him food and women as gifts (essentially, only these two things are considered values by Lerbergs), he will rain down the wrath of the heavens upon their heads and they will all be swallowed by the swamps. Within the community, debauchery and disorder prevail: swamp dwellers actively practice cannibalism, intra-family marriages, patricide and fratricide (for the title of head of the family), and the use of homemade drugs. Anyone who happens to walk even a few dozen steps into Lerberg territory without drowning in a mire will be killed and eaten. Not all Lerbergs are fond of this, but they cannot escape. However, some still manage to pass through the swamps and reach civilization.
Strength 10
Endurance 11
Agility 11
Intelligence 6
Will 6
Luck 8
Racial traits:
Ferocity
Not subject to penalties when health is below 75%, and is 25% better protected against debuffs of a physical nature.
Chanzjing

One of the most ancient states, located in the northeastern part of the continent. The population is strictly divided into five castes, in increasing order of social standing: peasants, artisans, warriors, clergy, nobility. The clergy is represented mainly by monks living isolated from the world and possesses exceptional rights; in some cases, they even have the right to disobey secular authority. Caste membership is hereditary (with the exception of the clergy; any person whom the monastery abbot deems worthy can enter this caste). Inter-caste marriages are strictly forbidden.
Chanzjingians strive to live isolated from the rest of the world and view strangers very disapprovingly, considering their way of life strange and the strangers themselves as crude barbarians. It should be noted that the level of science and art in the country is indeed quite high.
Strength 8
Endurance 8
Agility 9
Intelligence 10
Will 9
Luck 8
Racial traits:
Gifted
Cost of all skills -2
Inghelstad

A state in the north of the continent. In terms of form of government, it is a monarchy. In theory, power should have been passed by inheritance; however, in practice, after the death of a ruler, a long and bloody strife almost always begins. Every relative of the king, even to the tenth degree, considers it their mandatory duty to get involved in the struggle for power.
Once Inghelstad was the most powerful military power, keeping all civilizations of the center of the continent in fear. Now, due to constant internal strife, it has significantly weakened and lost its positions.
Inghelstadians are famous for their warlike, harsh, and even somewhat wild nature, which is the main cause of the strifes. They simply do not know how to live peacefully and cohesively. The country is fragmented into warring clans, and only in the event of an external threat are they able to unite and forget about their personal ambitions.
Inghelstad is one of the few countries where slavery is legalized.
Strength 10
Endurance 10
Agility 9
Intelligence 7
Will 8
Luck 8
Racial traits:
Hardened
Elemental and poison damage -25%
Sheds

A nomadic people inhabiting the lands between the domains of the Hemnes and the peoples of the center of the continent.
Nomads can obtain means of subsistence from a wide variety of sources—nomadic animal husbandry, various crafts, fishing, hunting, or even looting or military conquests.
Mobility gives nomads a significant advantage in military affairs. Not all states are able to protect border lands from a raid by Sheds, who suddenly appear from the endless steppes and disappear there just as suddenly.
It is mistaken to believe that same-Sheds are several unrelated tribes. The existence of a union of tribes among the Sheds is known, which is a kind of state headed by a leader possessing hereditary power.
Strength 9
Endurance 10
Agility 10
Intelligence 9
Will 7
Luck 8
Racial traits:
Rider
While on a horse, all parameters are increased by 50%
Hemne

A state in the south of the continent, populated by creatures that look like people with lion heads. In terms of form of government, the state is an absolute monarchy. Interestingly, the ruling dynasty of the Hemnes has never been interrupted.
Orders in this country are very strict; for disloyalty to the ruler, murder, or theft, the death penalty is prescribed. Those who commit less serious crimes—for example, idlers or those using alcohol/drugs (use is also considered a crime, although not as severe as distribution)—are sent either into slavery or to the fighting arena. Hemnes are naturally a warlike people, and spectacles such as gladiatorial fights are very much to their liking. By Hemnes standards, if a citizen is useless to the state, then his life holds no particular value.
Such strict orders bring their fruits. Hemne is one of the most powerful and wealthy states in the world.
Strength 11
Endurance 10
Agility 7
Intelligence 7
Will 9
Luck 8
Traits:
Discipline
No chance of critical failure; the spread between minimum and maximum values of damage, attack, and evasion is reduced by 20%
Arifia

The territory of this state lies to the east of Hemne. The conflict between these two states has lasted for many decades.
The harsh climatic conditions of the desert have taught Arifians to live modestly and be content with little; this people is mostly relaxed, non-adventurous, and inclined toward contemplation. However, the elite of same-Arifian society often have different views on life.
About two decades ago, Vilasund missionaries visited Arifia, but despite some support from the authorities, the new faith did not gain widespread popularity.
Strength 9
Endurance 10
Agility 8
Intelligence 8
Will 9
Luck 8
Racial traits:
Peacefulness: all positive actions directed at the character have an effect one and a half times greater
Illithids

A small race of highly developed beings living underground. They are extremely intelligent, constantly exercise their brains, and achieve incredible logical abilities, willpower, and memory capacity. Illithids do not care much for magic; this science is too unstable. They prefer another discipline—psionics. Unlike magic, the abilities of illithids are much more reliable and require neither words, nor gestures, nor dancing with a tambourine.
An illithid is a head, and not just figuratively. In fact, what is on its shoulders is actually the illithid itself, and everything else is... raw material appendage. At the initial stage of their life, an illithid is a small parasitic creature which other illithids keep in a special chamber for some time, where ideal conditions are provided for it.
Then begins the most important stage: find a living humanoid somewhere and implant the larva into its brain through the nose/ear/eye socket. For a couple of months, the body lies in anabiosis and transforms into a form befitting an illithid. At the same time, the larva takes control over all nerve centers of the body. Only a miracle can return the mind and soul of the former owner of the body.
To obtain biological material, illithids trade with surface dwellers, exchanging people (in a couple of places one can perfectly legally sell a criminal or slave to illithids, but as a rule, trade is carried out illegally) for precious minerals, their inventions, and underground mushrooms from which a drug can be made.
Strength 5
Endurance 6
Agility 6
Intelligence 14
Will 13
Luck 8
Racial traits:
-24 MP
Telekinesis
Ability to move objects with the power of thought.
Will Suppression
The character must make a will check, otherwise they will be forced to obey the illithid. If the check is passed, they are paralyzed for one turn.
Ratfolk

Or simply rat-scum. A relatively young race that emerged only a few centuries ago. They were created by illithids who tried to create a race of slaves, as using beings as developed as illithids as labor is inefficient, meaningless, and unnatural.
The creatures turned out not very successful: weak and sickly. But they are own-unpretentious and fast-breeding. These two factors determined the success of ratfolk as a species when, due to the oversight of their masters, they escaped to the surface. At present, they have spread almost throughout the world. Usually, they live in clans, but loners are also found.
Ratfolk prefer to obtain food through gathering (fortunately, things that even a hungry hyena wouldn't covet are suitable for them as food), but if there are many of them, trade, war, and hunting come into play.
The power of the rat leader in the clan is extremely great; he has the right literally to everything that comes to his head, and his orders are obeyed without question. The main means of management is fear, as reckless courage is not characteristic of this people. The rat chief does not shy away from the harshest measures, and they only increase the loyalty of subjects. As long as a rat knows he is being watched, he usually carries out orders quite carefully. But if there is an opportunity, rats flee from their beloved leader, and not only during war. Outcasts settle on the periphery of cities of other races.
Ratfolk clans without central authority usually begin to decay, especially in urban conditions. The reason is most often one: instability toward temptations. Ratfolk easily get hooked on alcohol and other narcotic substances and are lured by gambling.
Strength 6
Endurance 9
Agility 12
Intelligence 12
Will 5
Luck 8
Racial traits:
Strength in Numbers!
If a rat fights on the side having numerical superiority, he receives +35% to damage, accuracy, and evasion.
Werebeasts

Very rare and unusual creatures that change their appearance from human to beast at sunset or sunrise. Most often they turn into predatory mammals, for example, wolves or panthers, but there are also bird-werebeasts, and a couple of times werebeasts turning into insects have been seen.
For long years people exterminated werebeasts, considering them dangerous monsters that eat children and spread diseases and curses. Recently, the attitude toward werebeasts has improved somewhat, but in some places they are still persecuted and killed.
Most werebeasts are loners; only a few live among their own kind, and werebeast settlements almost never number more than a couple of dozen individuals.
Strength 9
Endurance 9
Agility 9
Intelligence 8
Will 9
Luck 8
Racial traits:
Transformation
At sunset/sunrise, the werebeast turns into an animal. At this time all its wounds are healed; if it has less than 0 but more than -10% health units left, it will be resurrected.
Yustads

A people inhabiting the western part of the continent. Once they were the most powerful nation in the world, but after the beginning of the era of men, their state declined and collapsed.
At present, the Yustads have no truly organized state. Each tribe has its own chief, its own customs, and laws. In general, Yustads are a quite harmless people striving for a life of peace and harmony with nature.
Yustads live long and almost do not grow frail. Their average lifespan reaches two hundred years.
Strength 7
Endurance 9
Agility 8
Intelligence 11
Will 10
Luck 8
Racial traits:
Restoration
Health regeneration and removal of all negative effects outside of combat.
Peoples
Dagoria
Dagoria is a mysterious and enigmatic land, a country of dense forests and endless fields; a land whose inhabitants are fearsome in battle yet good-natured at the feast table—a beautiful but simultaneously frightening land.
Dagorians usually live in communities of 20-30 families, and much more rarely in cities. In cities, affairs are typically managed by a council of the most respected citizens; in some cases, the ruler of Dagoria appoints people himself. Royal subordinates periodically visit cities and large villages to collect tribute, but the head of state rarely interferes in the lives of the Dagorians. This people is usually very loyal to the tsar, and they do not need to be under control; nothing bad will happen. In those settlements that are beyond the gaze of the tsar, the priesthood generally plays the dominant role.
Dagorians have a very strong sense of camaraderie and national unity; if a Dagorian does not love his country and does not stand like a rock for his people, then he is not a very proper Dagorian.
Dagorians are also famous for their extraordinary strength and martial skill, before which even Inghelstad bowed.
Strength 10
Endurance 10
Agility 8
Intelligence 8
Will 8
Luck 8
Racial traits:
Bogatyr
+2 to base health per unit of endurance
Volmar
Volmarians are known for their strict rules of etiquette, piety, and asceticism. A Volmarian must be a sincere believer in the Lord, protect the church, defend the weak, love the homeland, be courageous in battle, obey and be loyal to his lord, speak the truth and keep his word, maintain purity of morals, be generous, fight against evil, and protect good. Every inhabitant of the country—from the king to the peasant—strives to adhere to these rules.
The population of Volmar is conventionally divided into five layers: the high nobility (the king and his immediate circle), petty feudals who own small land holdings, landless knights who enter the service of the king or feudals, dependent peasants, and the clergy.
Separate mention should be made of the Order of Paladins, which is simultaneously a political institution, a spiritual order, and a military establishment. Even a peasant can join it, but only if he proves himself to be a worthy person. The Order participates in the political life of the state, strives as much as possible to maintain order in the country, and the knights of the order are the core of the Volmarian army.
Strength 9
Endurance 9
Agility 7
Intelligence 8
Will 11
Luck 8
Racial traits:
Strength of Spirit
Magic resistance +2 per unit of will, +1 to base health per unit of will, +1% damage per unit of will
Vilasund
Vilasundians interpret the commandments of the Creator somewhat differently than Volmarians. Courage and asceticism are not placed first, but rather humanism and spiritual purity. Driven by an altruistic desire to save other people and turn them toward the light, they often send missionaries to other countries.
The head of the Vilasund church is also the head of state. Compared to Volmar, the black clergy in Vilasund is much less common.
Perhaps the government of Vilasund cares for its citizens better than any other state. The level of social inequality in the country is very low, and the standard of living is higher than in other states.
Strength 8
Endurance 8
Agility 8
Intelligence 10
Will 10
Luck 6
Racial traits:
Magical Stability
Mana regeneration outside of combat
Bedingian Empire
A few centuries ago, the empire was a small kingdom that could not be compared to other states. Central authority was extremely weak; numerous feudals split the state into pieces, striving for separation from the government. Everything changed with the rise to power of King Frederick I. He came to power at the age of 24 when the heir to the throne died under mysterious circumstances.
Over a few decades, the new king, and subsequently emperor, increased the territory of the state several times over, carried out economic reform, reorganized the army...
Unfortunately, the emperor's heir did not inherit his father's best qualities, and it is already apparent that the empire is beginning to weaken. Not all inhabitants of the country, especially the nobility, were satisfied with Frederick's policies, and no one knows if the new emperor will be able to preserve the country that his father created with such difficulty.
Strength 9
Endurance 9
Agility 9
Intelligence 9
Will 8
Luck 8
Racial traits:
Learnability
For victory in battle, the character is guaranteed to receive a small amount of EXP.
Liarumians
One of the peoples that suffered from the expansion of Frederick I. However, they were much less lucky—in the war with the Bedingians, they lost almost all of their ancestral lands.
Now small settlements of Liarumians are scattered throughout Bedingia. They terrorize the local population, steal livestock, rape women, and sometimes burn down entire villages. If during the emperor's lifetime they were still restrained, then after his death, sensing the weakness of the new ruler, they seemed to break their chains and the terror turned into a guerrilla war. Suppressing them is very difficult despite their small numbers, poor knowledge of military affairs, and lack of proper weapons. However, the Imperials are not too keen on making peace with a bunch of forest ragamuffins, and the situation only worsens over time.
However, not all Liarumians chose the path of war. Some reconciled themselves to the loss of their homeland and have now become citizens of the Empire, wander the world, become mercenaries, or beg on the streets.
Strength 9
Endurance 9
Agility 11
Intelligence 8
Will 7
Luck 8
Racial traits:
Guerrilla
+25% chance to remain unnoticed; an attack from cover using ranged weapons will automatically deal critical damage
Todalen
In this country, the greatest attention is paid to magical science. Todalenians are naturally talented mages, and unlike most countries, magic here is not condemned but rather supported by the authorities. Only in Todalen are there academies of magic.
In Todalen, there is a clear division into two social layers, membership in which is entirely determined by material wealth. Poor citizens have no rights and are in no way protected from the own whims of the rich. The middle class is absent in the country.
It cannot be said that Todalenians are pleasant people to communicate with. They are arrogant, overconfident, and mercenary.
Strength 7
Endurance 7
Agility 8
Intelligence 11
Will 11
Luck 8
Racial traits:
Science of Sorcery
Intelligence adds +2 to strength and magic resistance per unit
Lerbergs
A people inhabiting the swamps located in the wildest and least explored part of the continent, in the southwest. Lerbergs live isolated from the rest of the world, and savage and cruel customs still prevail among them.
As a rule, swamp dwellers live in small communities numbering five to ten families. The community is ruled by a powerful (or not so powerful, but nonetheless superior to all others in the community) priest or sorcerer, who essentially rules no one, but merely frightens other people in the community that if they do not bring him food and women as gifts (essentially, only these two things are considered values by Lerbergs), he will rain down the wrath of the heavens upon their heads and they will all be swallowed by the swamps. Within the community, debauchery and disorder prevail: swamp dwellers actively practice cannibalism, intra-family marriages, patricide and fratricide (for the title of head of the family), and the use of homemade drugs. Anyone who happens to walk even a few dozen steps into Lerberg territory without drowning in a mire will be killed and eaten. Not all Lerbergs are fond of this, but they cannot escape. However, some still manage to pass through the swamps and reach civilization.
Strength 10
Endurance 11
Agility 11
Intelligence 6
Will 6
Luck 8
Racial traits:
Ferocity
Not subject to penalties when health is below 75%, and is 25% better protected against debuffs of a physical nature.
Chanzjing
One of the most ancient states, located in the northeastern part of the continent. The population is strictly divided into five castes, in increasing order of social standing: peasants, artisans, warriors, clergy, nobility. The clergy is represented mainly by monks living isolated from the world and possesses exceptional rights; in some cases, they even have the right to disobey secular authority. Caste membership is hereditary (with the exception of the clergy; any person whom the monastery abbot deems worthy can enter this caste). Inter-caste marriages are strictly forbidden.
Chanzjingians strive to live isolated from the rest of the world and view strangers very disapprovingly, considering their way of life strange and the strangers themselves as crude barbarians. It should be noted that the level of science and art in the country is indeed quite high.
Strength 8
Endurance 8
Agility 9
Intelligence 10
Will 9
Luck 8
Racial traits:
Gifted
Cost of all skills -2
Inghelstad
A state in the north of the continent. In terms of form of government, it is a monarchy. In theory, power should have been passed by inheritance; however, in practice, after the death of a ruler, a long and bloody strife almost always begins. Every relative of the king, even to the tenth degree, considers it their mandatory duty to get involved in the struggle for power.
Once Inghelstad was the most powerful military power, keeping all civilizations of the center of the continent in fear. Now, due to constant internal strife, it has significantly weakened and lost its positions.
Inghelstadians are famous for their warlike, harsh, and even somewhat wild nature, which is the main cause of the strifes. They simply do not know how to live peacefully and cohesively. The country is fragmented into warring clans, and only in the event of an external threat are they able to unite and forget about their personal ambitions.
Inghelstad is one of the few countries where slavery is legalized.
Strength 10
Endurance 10
Agility 9
Intelligence 7
Will 8
Luck 8
Racial traits:
Hardened
Elemental and poison damage -25%
Sheds
A nomadic people inhabiting the lands between the domains of the Hemnes and the peoples of the center of the continent.
Nomads can obtain means of subsistence from a wide variety of sources—nomadic animal husbandry, various crafts, fishing, hunting, or even looting or military conquests.
Mobility gives nomads a significant advantage in military affairs. Not all states are able to protect border lands from a raid by Sheds, who suddenly appear from the endless steppes and disappear there just as suddenly.
It is mistaken to believe that same-Sheds are several unrelated tribes. The existence of a union of tribes among the Sheds is known, which is a kind of state headed by a leader possessing hereditary power.
Strength 9
Endurance 10
Agility 10
Intelligence 9
Will 7
Luck 8
Racial traits:
Rider
While on a horse, all parameters are increased by 50%
Hemne
A state in the south of the continent, populated by creatures that look like people with lion heads. In terms of form of government, the state is an absolute monarchy. Interestingly, the ruling dynasty of the Hemnes has never been interrupted.
Orders in this country are very strict; for disloyalty to the ruler, murder, or theft, the death penalty is prescribed. Those who commit less serious crimes—for example, idlers or those using alcohol/drugs (use is also considered a crime, although not as severe as distribution)—are sent either into slavery or to the fighting arena. Hemnes are naturally a warlike people, and spectacles such as gladiatorial fights are very much to their liking. By Hemnes standards, if a citizen is useless to the state, then his life holds no particular value.
Such strict orders bring their fruits. Hemne is one of the most powerful and wealthy states in the world.
Strength 11
Endurance 10
Agility 7
Intelligence 7
Will 9
Luck 8
Traits:
Discipline
No chance of critical failure; the spread between minimum and maximum values of damage, attack, and evasion is reduced by 20%
Arifia
The territory of this state lies to the east of Hemne. The conflict between these two states has lasted for many decades.
The harsh climatic conditions of the desert have taught Arifians to live modestly and be content with little; this people is mostly relaxed, non-adventurous, and inclined toward contemplation. However, the elite of same-Arifian society often have different views on life.
About two decades ago, Vilasund missionaries visited Arifia, but despite some support from the authorities, the new faith did not gain widespread popularity.
Strength 9
Endurance 10
Agility 8
Intelligence 8
Will 9
Luck 8
Racial traits:
Peacefulness: all positive actions directed at the character have an effect one and a half times greater
Illithids
A small race of highly developed beings living underground. They are extremely intelligent, constantly exercise their brains, and achieve incredible logical abilities, willpower, and memory capacity. Illithids do not care much for magic; this science is too unstable. They prefer another discipline—psionics. Unlike magic, the abilities of illithids are much more reliable and require neither words, nor gestures, nor dancing with a tambourine.
An illithid is a head, and not just figuratively. In fact, what is on its shoulders is actually the illithid itself, and everything else is... raw material appendage. At the initial stage of their life, an illithid is a small parasitic creature which other illithids keep in a special chamber for some time, where ideal conditions are provided for it.
Then begins the most important stage: find a living humanoid somewhere and implant the larva into its brain through the nose/ear/eye socket. For a couple of months, the body lies in anabiosis and transforms into a form befitting an illithid. At the same time, the larva takes control over all nerve centers of the body. Only a miracle can return the mind and soul of the former owner of the body.
To obtain biological material, illithids trade with surface dwellers, exchanging people (in a couple of places one can perfectly legally sell a criminal or slave to illithids, but as a rule, trade is carried out illegally) for precious minerals, their inventions, and underground mushrooms from which a drug can be made.
Strength 5
Endurance 6
Agility 6
Intelligence 14
Will 13
Luck 8
Racial traits:
-24 MP
Telekinesis
Ability to move objects with the power of thought.
Will Suppression
The character must make a will check, otherwise they will be forced to obey the illithid. If the check is passed, they are paralyzed for one turn.
Ratfolk
Or simply rat-scum. A relatively young race that emerged only a few centuries ago. They were created by illithids who tried to create a race of slaves, as using beings as developed as illithids as labor is inefficient, meaningless, and unnatural.
The creatures turned out not very successful: weak and sickly. But they are own-unpretentious and fast-breeding. These two factors determined the success of ratfolk as a species when, due to the oversight of their masters, they escaped to the surface. At present, they have spread almost throughout the world. Usually, they live in clans, but loners are also found.
Ratfolk prefer to obtain food through gathering (fortunately, things that even a hungry hyena wouldn't covet are suitable for them as food), but if there are many of them, trade, war, and hunting come into play.
The power of the rat leader in the clan is extremely great; he has the right literally to everything that comes to his head, and his orders are obeyed without question. The main means of management is fear, as reckless courage is not characteristic of this people. The rat chief does not shy away from the harshest measures, and they only increase the loyalty of subjects. As long as a rat knows he is being watched, he usually carries out orders quite carefully. But if there is an opportunity, rats flee from their beloved leader, and not only during war. Outcasts settle on the periphery of cities of other races.
Ratfolk clans without central authority usually begin to decay, especially in urban conditions. The reason is most often one: instability toward temptations. Ratfolk easily get hooked on alcohol and other narcotic substances and are lured by gambling.
Strength 6
Endurance 9
Agility 12
Intelligence 12
Will 5
Luck 8
Racial traits:
Strength in Numbers!
If a rat fights on the side having numerical superiority, he receives +35% to damage, accuracy, and evasion.
Werebeasts
Very rare and unusual creatures that change their appearance from human to beast at sunset or sunrise. Most often they turn into predatory mammals, for example, wolves or panthers, but there are also bird-werebeasts, and a couple of times werebeasts turning into insects have been seen.
For long years people exterminated werebeasts, considering them dangerous monsters that eat children and spread diseases and curses. Recently, the attitude toward werebeasts has improved somewhat, but in some places they are still persecuted and killed.
Most werebeasts are loners; only a few live among their own kind, and werebeast settlements almost never number more than a couple of dozen individuals.
Strength 9
Endurance 9
Agility 9
Intelligence 8
Will 9
Luck 8
Racial traits:
Transformation
At sunset/sunrise, the werebeast turns into an animal. At this time all its wounds are healed; if it has less than 0 but more than -10% health units left, it will be resurrected.
Yustads
A people inhabiting the western part of the continent. Once they were the most powerful nation in the world, but after the beginning of the era of men, their state declined and collapsed.
At present, the Yustads have no truly organized state. Each tribe has its own chief, its own customs, and laws. In general, Yustads are a quite harmless people striving for a life of peace and harmony with nature.
Yustads live long and almost do not grow frail. Their average lifespan reaches two hundred years.
Strength 7
Endurance 9
Agility 8
Intelligence 11
Will 10
Luck 8
Racial traits:
Restoration
Health regeneration and removal of all negative effects outside of combat.